41 Matching Annotations
  1. Feb 2024
  2. Feb 2023
    1. to anyone who gleefully espoused the value of some formative indie works, you likely never were allowed to stop for very long to interrogate what questions the themes of games like Passage or The Marriage presented, and what they may say about troubling dynamics in gendered relationships. they were more just signifiers that represented that the possibility of deeper expression was there, and should be taken seriously and given more scrutiny. but the moment you applied more scrutiny and started to ask questions about the themes in the work, that was often handwoven off as irrelevant to the point at hand (which was, again, that Videogames Have Arrived).

      i like this take, games as representative of games possibly being art, but not allowed to be treated as such themselves?

    1. a single block - we own that; a Gothic Cathedral with a rollercoaster running through it - we don't own that.

      this is really good.

      can't do found art

  3. Nov 2022
    1. We want to do something, but what we know how to do is make pixels move on a computer screen. Within this individualistic framework of selfhood we're simmering in, collective avenues of direct political action are obfuscated in favor of the fantasy of making a change through your work as an individual within the existing system.

      procedural rhetoric making people believe they can make grand arguments that change the world through systems alone

    2. All your aspirations, political or otherwise, then become externalities to retrofit into your brand - your brand is gamedev but you want to fight climate change, hence you shoehorn climate struggle into the marios.

      shoehorn

    1. Muller brings is that idealizing metrics “works even less well in organizations in which employees areoriented to a more idealistic mission”, which is easily understandable to the context of games,themselves a mostly idealistic endeavor, intended primarily as an object of entertainment

      cheesy

    2. An additional problem with Elo as a ranking system which researchers try to solve (Minka et al.;Delalleau et al.) is that it is essentially a system for one versus one matches, and it does not translate aswell for team based games

      i guess citation needed, but its all TrueSkill tries to do. the problem its that it becomes a statistical game, its at best your skill to match with random strangers.

    3. Elo is that in order toincrease your rating you not only have to get better yourself, but you have to do so faster than theaverage player, which likely only happens for the players that are really looking to improve in thegame. Therefore some games have different solutions on how to not make this completely transparentto players, and create convoluted points systems on top of the skill one to sort players ranking andincentivize players to play to increase their ranking (“Rank (League of Legends).”).

      i think this is so important!!!

    4. the game community alsopushes forward their own idea of what is the standard metagame

      the game community is enforced their idea of standard metagame, the indrustry pushes

    5. Consolegames, thus, by nature of their separation from an internet browser, had less success with the formingof player clans.

      is this true? i feel like call of duty mw2 had a good clan culture, but i don't really remember how that works.

    1. skateboarders provide a ‘lived utter-ance, a symbolic parole to the univalent langue of the city as technical object’ (Borden2001, 192). He sees that skateboarders create their own rhythms which challenge andcontradict the purpose of the city.

      so good, this idea of langue and parole is awesome as well. contrasts interestingly with the proceduralist/play dichotomy.

  4. May 2022
    1. as it is instead put in a contextof being an edgy feature targeted at the demographic that isalready comfortable with and expects this

      pretty interesting distinction, being edgy vs being transgressive

    2. Just like the spectators in Boal’s InvisibleTheatre see the shown without seeing it, by engaging withthe artefact of a CD, players already play the game, withoutplaying it.

      cool

  5. Feb 2022
    1. Note that this is just AAA level design; AAA games as a whole are totally addicted to ornament and excessive detail

      definitely an interesting contrast. non ornamental level design, but i the end, ornamental levels

    2. This shift in workflow is about taking the construction out of level design. Level designers used to be artists, sculptors, modelers, and carpenters -- but today, the game industry has decided that a level designer is mostly an architect who draws a blueprint and manages labor.

      i think this is an interesting aspect to constantly question, is it still true in 2022? also, how does it relate to triple I?

    1. brick destruction game, time speedsup while the player is waiting for the ball to return froma brick’s destruction.

      oooh, never realized other games did this. its a thing i wanted to explore in balltris, speed up idle time.

    2. After initial mood-congruentresponses, we spontaneously reverse and replace thoseby mood-incongruent reactions. So, additionally to thefeedback between the outside world — including medi-ated experiences like video games — and our emotionalstate, there is a feedback loop built into our mood

      interesting way to suggest the negative good feeling of hating a game.

    3. this paper is concerned with moment-to-moment interactivity [11]–[13], microinteractions [14]and interactions with core loops [15] and their design.Unlike Swink’s precise but narrow definition of ‘GameFeel’, we will look at game feel more broadly as theaffective aspect of real-time interactivity.

      i like this distinction, not sure how real it is, but it feels good